These were two long study descriptions. Three clerical studies left to go now:
MedicineAmateur: aid healing, bind wounds, diagnose phenomenon
Authority: attempt minor surgery, diagnose disease, identify treatment, mitigate poison
Expert: mitigate condition, improve minor surgery, recognize fatal condition
Sage: attempt major surgery
The most practical of studies, though not intended as a means to ‘cure hit points.’ The cleric has knowledge and some skill with regards to other medical conditions, such as disease, infection and elements that might require long-term healing. Aid healing offers +1 hit points per day for individuals who rest for 24 hours in the cleric’s charge, taking note that it requires 5 points of skill to increase one patient’s hit points in this manner. Binding wounds is a process that requires three rounds in my system; a cleric with a specialty in medicine can perform the action in two rounds. Diagnose phenomenon means to be distinguish between an individual suffering from magic or supernatural phenomenon, or from a natural disease or illness.
A ‘minor surgery’ is anything that does not require interaction with an organ, the removal of a body part or other serious change to the body; it does include things such as removing a tooth, making an incision into the skin to remove a parasite, cutting away an attached monster or creature without doing harm, etc. The ‘attempt’ is a roll against the cleric’s intelligence, adjusted by 1 for every 10 points of medical study the cleric has. A failure causes 1 damage per level of the patient (as the damage is done to the whole body while prone, the skill and defensive ability of the patient is not considered, so the damage is more properly a percentage of the patient’s whole hit points ... and if the patient is already damaged, there should be a chance the patient will be killed). If it seems that a removed tooth shouldn’t kill a patient, keep in mind that a badly performed removal might include an infection, that would. If death is indicated, it will take place in 5d20 hours. Diagnosing a disease does not cure it. Identifying treatment only indicates what must be obtained from another source. Poison in my world occurs as 1d8 damage per hit die of the creature delivering the poison, or specific damage caused by poisons obtained at the apothecary or self-created. The damage of these poisons can be reduced by 1d2 per 10 points of study the cleric possesses. Furthermore, poisons take 1d8 hours to affect the patient, with the actual damage done dispersed over the number of hours. This can be extended by 1d4 hours per 10 points of study, increasing the chance that the individual can be gotten to aid before actually suffering the poison’s full effects. Mitigate condition will lower the fatality of a disease by 1 degree, based on the disease table at the beginning of the DMG. Improved minor surgery adjusts the bonus to intelligence to +1 per 8 points of study. Recognizing fatal condition would be to know when a poison or disease (either natural or supernatural) is going to produce death (because damage from poison isn’t given up front, this is normally uncertain, as is fatality resulting from disease, which again is information I wouldn’t normally offer). A major surgery is any procedure that can be performed with period tools and hands. Success is like attempting minor surgery, except that there is always 1d4 damage suffered per level of the patient, and failure causes 1d10 damage per level. Success is a roll against intelligence, with a +1 modifier per 50 study points of the cleric. Outer PlanesAmateur: morality, recognize on sight
Authority: envision map, navigate, laws, pecking order
Expert: dominion concerns, recent events, terms of settlement
Sage: path to harmony, transubstantiation
Clerics may be familiar with up to one outer plane per 10 points of study—this must be recorded. It must be understood that virtually all knowledge acquired in this study is obtained through visions and enlightenment, gained through meditation and insight. Morality is a clear understanding of the plane’s moral code, intentions and principles. To recognize on sight, the character must actually be there, but upon arriving can definitively state that the plane has been reached. Envisioning the map only provides knowledge of the relationship between places; finding one’s way, or navigating, is a separate knowledge. There are far fewer laws upon each of the outer planes, being simplifications of morality, so it is a much smaller subject than the elsewhere-described study of Law & Customs. Pecking order is the social heirarchy that defines who is in authority over whom, and why. Dominion concerns would be the ongoing development of the plane, for they do alter their natures, though slowly. The planes change shape and size continously as the power of gods or demi-gods waxes or wanes with belief. Recent events are exactly that; meaningful changes that have happened recently. These do not happen day to day, so the cleric would only be aware of them once they have occurred. Terms of settlement are the requirements and expectations of those who might choose to continously dwell—while remaining alive—upon the outer plane in question. The path to harmony would be the changes necessary for the character to enter the actual heirarchy of the plane. Transubstantiation is the ability to retain a physical self on two planes of existence simultaneously—it is not so much a means of travel, but rather a means of duplicating oneself so as to gain experience from both existences. This can be helpful in gaining knowledge or insight about matters pertaining to both the prime material and the outer plane. A cleric can transubstantiate to one plane per 30 points of study, and once having transubstantiated there, the action cannot be retracted.